INCLUDED IN THIS UPDATE

LAST STAND

You and your team are tasked with staying alive as long as possible, fighting against increasing odds.

New Game Mode

Greatest Challenge Yet

Three New Difficulties

Personal Leaderboards

Multiple Specials

FREE

TOWN MEETING

As repairs of Von Jungfreudsplatz finally reach a close, the Skaven launch a surprise attack on the unsuspecting heroes.

Last Stand Map

Set in Ubersreik

Defend the Square

Unique Inn Decorations

Included in Last Stand Update

2,99 €

THE FALL

Trapped in the fortress of Schluesselschloss, our heroes are forced into an inevitable standoff against the Skaven horde.

Last Stand Map

Set outside Ubersreik

Multiple Bridges & Towers

Historical Fortress "Schluesselschloss"

Sold separately as DLC

Owning this DLC will let you invite friends to play with you even if they do not own the DLC!

NEW GAME MODE

LAST STAND

The Skaven are attacking in large numbers and Ubersreik stands undefended. The only thing standing between total defeat or glorious victory is your ability to survive against countless waves of the Skaven horde.

Last Stand is a Survival game mode with the goal of defending your position on a smaller map. Enemies will come in “waves” and increase in both difficulty and tactical strength for each wave.

RISK LIMB & LIFE

ENDURANCE BADGES

The longer you survive during Last Stand, the more Endurance Badges you can collect. When you finally fall, these are exchanged for experience and crafting tokens.

TIER 1

Gained from Veteran Difficulty waves.

TIER 2

Gained from Champion Difficulty waves.

TIER 3

Gained from Heroic Difficulty waves.

LAST STAND

THREE NEW DIFFICULTIES

With no hope of rescue, the heroes are making a last desperate stand, fighting increasingly difficult hordes of Skaven. The only question is how long until they fall?

DIFFICULTY

VETERAN

13 WAVES

REWARDS

TIER 1

Starts off “easy”, ends in total bloodshed.

DIFFICULTY

CHAMPION

13 WAVES

REWARDS

TIER 2

Really, really hard. Seasoned Heroes only!

DIFFICULTY

HEROIC

ENDLESS

REWARDS

TIER 3

Go back to looking at Veteran, buddy.

BRAGGING RIGHTS

INN DECORATIONS

Show off your success in Last Stand with these brand new decorations for the Red Moon Inn. The more you accomplish, the more decorated your shields become.

THE FALL MAPACHIEVEMENTS

Lock and Key
Reach Bronze on The Fall.

Breakwater
Reach Silver on The Fall.

Floodgate
Reach Gold on The Fall.

TOWN MEETING MAPACHIEVEMENTS

Defiant
Reach Bronze on Town Meeting.

Stalwart
Reach Silver on Town Meeting.

Unbreakable
Reach Gold on Town Meeting.

LAST STANDACHIEVEMENTS

One Down, Endless To Go
Complete a wave in Last Stand.

Finders, Keepers
Collect a Endurance Badge in Last Stand.

Tenacious
???

LAST STAND

TOWN MEETING

Return to repeal a surprise attack on the newly repaired Von Jungfreudsplatz
"If I was a Dwarf under the Slayer Oath, I'd consider going there... But I'm not" - Franz Lohner

THE FALL

Perched on an island on top of the waters of Teufel, the seemingly idyllic fortress Schluesselschloss guards the treacherous gorge Schluesselschlossschluct, the only decent route to Ubersreik when coming through the Grey Mountains. Now it’s up to our heroes to defend it from the wretched Skaven.

Update 1.2

Changelog

Feature Changes
– New Gamemode: Last Stand
– New Last Stand Map: Town Meeting
– New Last Stand Map: The Fall
– Added 9 new Achievements
– Added new unlockable Inn Decorations
– Added Endurance Badges which grant Tokens and can be collected in Last Stand
– Healing Draughts and Potions can now be given to allies by equipping them and right-clicking whilst looking at an ally
– Chat can now be scrolled using the Page Up/Page Down keys
– Added new sounds for when Skaven spawn

Bug Fixes
-Fixed a bug where players could glide through the world when being pounced by a Gutter Runner
– Fixed a bug where the fuse of a grenade would keep burning even if the throw was cancelled
– Fixed a variety of level exploits
– Fixed a crash that could occur whilst picking up a barrel at the same time as it was hit by an attack
– Fixed a crash that could occur when taking damage and being revived simultaneously
– Fixed an exploit that would let players avoid fall damage
– Block-reviving will now be interrupted if you are knocked back or run out of Stamina

Performance
– Animations should no longer be evaluated for clan rats and slave enemies outside of view from players. Increased CPU performance.
– Added a number of smaller optimization fixes

Regarding weapon balancing and specifically talking about the bright wizards ranged loadout, we try to look at it both from the perspective of overall power level in comparison with the other heroes loadout and the internal balance of the staffs themselves.

Balancing the Bright Wizard is always a bit tricky since she’s mainly ranged based and has the overheat mechanic on everything so there’s a fine line between making her completely OP and feeling slightly lackluster. One of the main things I try to do is give each staff a nice feel with a clear utility against two of our three enemy types. The reason we decided to take the nerf hammer to the beam staff was that it ended up being great against everything which never was our intent (it’s a combination of bugs and that sinking feeling of “oooh, I didn’t think of that…” to be honest).

The beam staff gets to keep it’s elite stagger and non-FF blast while receiving a more balanced rat ogre/pack master damage output and overall lowering of damage tick. We do compensate a bit with increase max tick (it increases over time while on the same target) but raw damage output is lower that the rather ridiculous level it was at before.

The Fireball staff gets a bump in charged damage to put it over that edge of actually killing stuff on the higher difficulties. Same goes for the Conflagration staffs charged attack. Both of them get a faster charge time as well in order to make them better suited to NM/CATA play.

On the topic of Friendly Fire, we’ve made no changes in this patch but we want to look at it and balance it further. Some spells become utterly useless with it (like the Beam staffs blast) while others have it as a balancing feature (Conflagration, which is otherwise quite weak against anything bigger than a slave). I’d like to think that there is something interesting that comes with the added difficulty of finding angles for ranged support but I don’t think we’re quite there yet.

Finally, the Bolt staff get’s some special treatment and gets a homing spear to make it a bit more interesting. It kind of just feels better and adds a bit of flair to the weapon. The charge times is also reduced while the fast bolts gets some better aim spread and slight bump in damage and headshotting capability. The goal here is to help it climb that rather steep damage requirement that later difficulties introduce as it simply took too long for it to do it’s job.

So a lot of this round of tweaks target the higher difficulties while trying to retain a good balance and nice sense of wonder for new players as they experience each staff for the first time while maintaining the hopefully interesting notion that every weapon is awesome most of the times, but no weapon is awesome all the time.